Massively multiplayer online games (MMOGs) currently represent the most widely used type of social 3D virtual worlds with millions of users worldwide. Although MMOGs take face-to-face conversation as their metaphor for user-to-user interaction, avatars currently give off much less information about what users are doing than real human bodies. Consequently, users routinely encounter slippages in coordination when engaging in joint courses of action. In this study, we analyze screen-capture video… CONTINUE READING